Fix player-to-object attachment teleport bug (#10008)
Fixes two bugs: * The camera offset was not applied to an object while detaching, briefly placing the irrlicht matrixnode in world space. * When attaching, the matrixnode's absolute position was evaluated without evaluating the parent first, resulting in zeroed positions.master
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b9f618746c
commit
09e285f38c
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@ -921,7 +921,7 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
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m_animated_meshnode->animateJoints();
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updateBonePosition();
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}
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// Handle model animations and update positions instantly to prevent lags
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if (m_is_local_player) {
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LocalPlayer *player = m_env->getLocalPlayer();
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@ -1403,7 +1403,7 @@ void GenericCAO::updateBonePosition()
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bone->setRotation(it.second.Y);
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}
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}
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// search through bones to find mistakenly rotated bones due to bug in Irrlicht
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for (u32 i = 0; i < m_animated_meshnode->getJointCount(); ++i) {
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irr::scene::IBoneSceneNode *bone = m_animated_meshnode->getJointNode(i);
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@ -1427,7 +1427,7 @@ void GenericCAO::updateBonePosition()
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// and update the bones transformation.
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v3f bone_rot = bone->getRelativeTransformation().getRotationDegrees();
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float offset = fabsf(bone_rot.X - bone->getRotation().X);
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if (offset > 179.9f && offset < 180.1f) {
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if (offset > 179.9f && offset < 180.1f) {
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bone->setRotation(bone_rot);
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bone->updateAbsolutePosition();
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}
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@ -1454,15 +1454,17 @@ void GenericCAO::updateAttachments()
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if (!parent) { // Detach or don't attach
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if (m_matrixnode) {
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v3s16 camera_offset = m_env->getCameraOffset();
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v3f old_pos = getPosition();
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m_matrixnode->setParent(m_smgr->getRootSceneNode());
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getPosRotMatrix().setTranslation(old_pos);
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getPosRotMatrix().setTranslation(old_pos - intToFloat(camera_offset, BS));
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m_matrixnode->updateAbsolutePosition();
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}
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}
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else // Attach
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{
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parent->updateAttachments();
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scene::ISceneNode *parent_node = parent->getSceneNode();
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scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
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parent->getAnimatedMeshSceneNode();
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@ -1472,6 +1474,7 @@ void GenericCAO::updateAttachments()
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if (m_matrixnode && parent_node) {
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m_matrixnode->setParent(parent_node);
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parent_node->updateAbsolutePosition();
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getPosRotMatrix().setTranslation(m_attachment_position);
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//setPitchYawRoll(getPosRotMatrix(), m_attachment_rotation);
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// use Irrlicht eulers instead
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